Hello. I'm facing the trouble I have a poor FPS with Unreal Engine 4 when in uses Vulkan target.
So with same hardware stuff and same scene I have:
Windows 10 = 100 FPS (+/- 5)
Ubuntu 18.04 (KDE Neon) with OpenGL4 target = 85-90 FPS
Ubuntu 18.04 (KDE Neon) with Vulkan taget = 25-35 FPS
The main question: why is so big difference beetween OpenGL 4 and Vulkan ?
Here is my environment:
Nvidia:
$ nvidia-smi
OpengGL and Vulkan info:
I want be sure that it is not fail exactly of UnrealEngine4.
I should know whose that issue: Nvidia, Khronos or Epic ?
So I should to make detailed benchmark for OpenGL4 and Vulkan with my staff, how I can do it correctly?
Any ideas? (Or maybe somebody know what I'm doing wrong? Why Vulkan have a so poor perfomance?).
Please, help.
Thanks!
So with same hardware stuff and same scene I have:
Windows 10 = 100 FPS (+/- 5)
Ubuntu 18.04 (KDE Neon) with OpenGL4 target = 85-90 FPS
Ubuntu 18.04 (KDE Neon) with Vulkan taget = 25-35 FPS
The main question: why is so big difference beetween OpenGL 4 and Vulkan ?
Here is my environment:
Code:
PROCESSOR: Intel Core i7-8550U @ 4.00GHz Core Count: 4 Thread Count: 8 Extensions: SSE 4.2 + AVX2 + AVX + RDRAND + FSGSBASE Cache Size: 8192 KB Microcode: 0xb4 Scaling Driver: intel_pstate powersave GRAPHICS: NVIDIA GeForce 930MX 2GB Frequency: 954/1001MHz OpenGL: 4.6.0 Vulkan: 1.1.102 Display Driver: NVIDIA 430.50 Screen: 1920x1080 MOTHERBOARD: HP 837D BIOS Version: Q85 Ver. 01.02.05 Chipset: Intel Xeon E3-1200 v6/7th Audio: Conexant CX8200 Network: Realtek RTL8111/8168/8411 + Intel 8265 / 8275 MEMORY: 8192MB DISK: 1000GB HGST HTS541010B7 File-System: ext4 Mount Options: relatime rw Disk Scheduler: MQ-DEADLINE OPERATING SYSTEM: neon 18.04 Kernel: 5.0.0-31-generic (x86_64) Desktop: KDE Plasma 5.17.0 Display Server: X Server 1.19.6 Compiler: GCC 7.4.0 + Clang 6.0.0-1ubuntu2 Security: l1tf: Mitigation of PTE Inversion; VMX: conditional cache flushes SMT vulnerable + mds: Mitigation of Clear buffers; SMT vulnerable + meltdown: Mitigation of PTI + spec_store_bypass: Mitigation of SSB disabled via prctl and seccomp + spectre_v1: Mitigation of usercopy/swapgs barriers and __user pointer sanitization + spectre_v2: Mitigation of Full generic retpoline IBPB: conditional IBRS_FW STIBP: conditional RSB filling
$ nvidia-smi
Code:
Thu Oct 17 13:50:38 2019 +-----------------------------------------------------------------------------+ | NVIDIA-SMI 430.50 Driver Version: 430.50 CUDA Version: 10.1 | |-------------------------------+----------------------+----------------------+ | GPU Name Persistence-M| Bus-Id Disp.A | Volatile Uncorr. ECC | | Fan Temp Perf Pwr:Usage/Cap| Memory-Usage | GPU-Util Compute M. | |===============================+======================+======================| | 0 GeForce 930MX Off | 00000000:01:00.0 Off | N/A | | N/A 47C P0 N/A / N/A | 506MiB / 2004MiB | 14% Default | +-------------------------------+----------------------+----------------------+
Code:
OpenGL version string: 4.6.0 NVIDIA 430.50 Vulkan Instance Version: 1.1.114
I should know whose that issue: Nvidia, Khronos or Epic ?
So I should to make detailed benchmark for OpenGL4 and Vulkan with my staff, how I can do it correctly?
Any ideas? (Or maybe somebody know what I'm doing wrong? Why Vulkan have a so poor perfomance?).
Please, help.
Thanks!